Toy Swarms (4e Monster)

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Author: Xeadin (talk)
Date Created: 4-7-11
Status: Complete
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Evil (Demonic) Toy Swarms

In the quiet night or in the wee hours of the morning, an individual roams around the alleyways and comes near a building-- not just any building. The figure plants a peculiar jar-- etched with demonic runes and faces. The jar is uncapped and a foul red smog escapes into the building-- which is a toy shop. "Children love toys-- and so do demons."

The smog sinks into the lifeless forms of the toys and converts them into demonic, killer toys-- acting as they were created-- some animalistic, and some acting sentient and intelligent. Some even form into major swarms that act as one large sentient entity.

Evil Toy Swarms

Evil Toy Swarm
Level 6 Lurker
Large Natural Animate (Construct, Swarm)
XP 250
Initiative +10 Senses Perception +5
Gnawing Toys aura 1; Each creature within the aura at the start of the swarm's turn takes 5 damage.
HP 58; Bloodied 29
AC 20; Fortitude 19, Reflex 18, Will 17
Vulnerable 5 Area and Close burst attacks
Saving Throws +2 against ongoing damage
Speed 5; see also toy march
BasicMelee.png Massacre (standard; at-will)
+11 vs. AC; Reach 1; 1d6 +4 damage, and the target takes a -2 penalty to attack rolls against the swarm until the end of its next turn.
Close.png Hacking Toys (standard; encounter)
+9 vs. Reflex; Close Burst 1; 3d6 +4 damage, and the target is immobilized until the end of the swarm's next turn.
Combat Advantage
The swarm deals an extra 1d6 damage to creatures it has combat advantage against.
Rugged Terrain
Creatures and other swarms can move through the swarm's squares-- treating each square the swarm occupies as difficult terrain. Swarms that overlap each others spaces do not overlap the effects, but can independently deal damage as normal. Additionally, if a creature that is not a swarm begins its turn within the swarm's space. it is subject to an opportunity attack from the swarm. If the swarm hits the target, it grants combat advantage until the creature exits the swarm's space.
Toy March
As long as the swarm is not granting combat advantage, it ignores difficult terrain and is forced 1 less square from a push, pull, or slide effect.
Alignment Evil Languages Common
Skills Stealth +11
Str 13 (+4) Dex 17 (+6) Wis 14 (+5)
Con 16 (+6) Int 11 (+3) Cha 12 (+4)

Toy Swarm Tactics

The toy swarm begins its turn by attempting to occupy the spaces of its opponents-- making use of its Rugged Terrain ability and Gnawing Toys aura.


Evil Toy Swarm Abominations

Evil Toy Swarm Abomination
Level 8 Elite Brute
Large Natural Animate (Construct, Swarm)
XP 700
Initiative +6 Senses Perception +11
Gnawing Toys aura 1; Each creature within the aura at the start of the swarm's turn takes 5 damage.
HP 214; Bloodied 107
AC 22; Fortitude 22, Reflex 20, Will 18
Vulnerable 5 Area and Close burst attacks
Saving Throws +2 against ongoing damage
Speed 5; see also toy march
BasicMelee.png Toy Slam (standard; at-will)
+11 vs. AC; Reach 2; 2d6 +5 damage, and the target is weakened until the end of the its next turn.
Melee.png Grasping Toys (standard; at-will)
+9 vs. Reflex; Reach 2; 2d8 +5 damage, and the target is restrained and takes a -2 penalty to all attack rolls (until escape). The abomination can only grab one opponent at a time. A grabbed opponent is subject to a basic attack at the start of its turn while it is restrained.
Close.png Demonic Blast (standard; encounter) ♦ Necrotic
+9 vs. Fortitude; Close Burst 2; 3d10 +5 necrotic damage, and the target is dazed (save ends). Additionally, the abomination takes half the damage deal from this attack.
Combat Advantage
The swarm deals an extra 1d6 damage to creatures it has combat advantage against.
Swarm Empowerment
Any swarm that is adjacent to the abomination or occupies one or more of the abomination's squares gains a +1 bonus to all defenses and both the abomination and the occupying swarms gain a +2 bonus to all damage rolls.
Toy March
As long as the swarm is not granting combat advantage, it ignores difficult terrain and is forced 1 less square from a push, pull, or slide effect.
Alignment Evil Languages Common
Skills Athletics +13; Perception +11
Str 18 (+8) Dex 15 (+6) Wis 14 (+6)
Con 17 (+7) Int 11 (+4) Cha 15 (+6)

Toy Swarm Abomination Tactics

The toy swarm abomination will allow other swarms to occupy its space-- utilizing its Swarm Empowerment ability. On some occasions, it will grab a pesky opponent with Grasping Toys. When reduced to low hit points, it will use Demonic Blast-- even to the point of self-destruction.


Additionally, some toys can be encountered on their own-- larger toys that can face off against other opponents.

Evil Toy Soldier

Evil Toy Soldier
Level 6 Soldier
Small Natural Animate (Construct)
'
Alignment Languages
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)

Evil Toy Hammerer

Evil Toy Hammerer
Level 7 Brute
Medium Natural Animate (Construct)
'
Alignment Languages
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)

Evil Toy Skykite

Evil Toy Skykite
Level 7 Skirmisher
Small Natural Animate (Construct)
'
Alignment Languages
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)

Evil Toy Stickmage

Evil Toy Stickmage
Level 8 Controller
Small Natural Animate (Construct)
'
Alignment Languages
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)

Evil Toy Rockhurler

Evil Toy Rockhurler
Level 9 Artillery
Medium Natural Animate (Construct)
'
Alignment Languages
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)

Evil Toy Jaguar

Evil Toy Jaguar
Level 9 Elite Lurker
Medium Natural Animate (Construct)
'
Alignment Languages
Str (+) Dex (+) Wis (+)
Con (+) Int (+) Cha (+)

Evil Toy Swarm Lore

A character knows the following information with a successful check.

DC 15:
DC 20:
DC 25:

Encounter Groups

Level Encounter (XP )



Template:4e Creatures Breadcrumb

AuthorXeadin +
Identifier4e Monster +
RatingUndiscussed +
TitleToy Swarms +